/Engine/Source/Runtime/Engine/Public/SkeletalMeshSceneProxy.h
Info for section element in an LOD
struct FSectionElementInfo
bool
bEnableShadowCasting
Whether shadow casting is enabled for this section.
HHitProxy*
HitProxy
The editor needs to be able to individual sub-mesh hit detection, so we store a hit proxy on each mesh.
UMaterialInterf...
Material
int32
UseMaterialIndex
Indexinto the materials array of the skel mesh or the component after LOD mapping